
This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
112 lines
3.8 KiB
C++
112 lines
3.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "glew-mx.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_private.hh"
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namespace blender {
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namespace gpu {
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/**
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* Implementation of shader compilation and uniforms handling using OpenGL.
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*/
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class GLShader : public Shader {
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friend shader::ShaderCreateInfo;
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friend shader::StageInterfaceInfo;
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private:
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/** Handle for full program (links shader stages below). */
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GLuint shader_program_ = 0;
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/** Individual shader stages. */
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GLuint vert_shader_ = 0;
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GLuint geom_shader_ = 0;
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GLuint frag_shader_ = 0;
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GLuint compute_shader_ = 0;
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/** True if any shader failed to compile. */
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bool compilation_failed_ = false;
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eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
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public:
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GLShader(const char *name);
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~GLShader();
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/** Return true on success. */
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void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
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void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
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/** Should be called before linking. */
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void transform_feedback_names_set(Span<const char *> name_list,
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eGPUShaderTFBType geom_type) override;
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bool transform_feedback_enable(GPUVertBuf *buf) override;
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void transform_feedback_disable() override;
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void bind() override;
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void unbind() override;
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void uniform_float(int location, int comp_len, int array_size, const float *data) override;
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void uniform_int(int location, int comp_len, int array_size, const int *data) override;
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void vertformat_from_shader(GPUVertFormat *format) const override;
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/** DEPRECATED: Kept only because of BGL API. */
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int program_handle_get() const override;
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private:
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char *glsl_patch_get(GLenum gl_stage);
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/** Create, compile and attach the shader stage to the shader program. */
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GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
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};
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class GLLogParser : public GPULogParser {
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public:
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char *parse_line(char *log_line, GPULogItem &log_item) override;
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protected:
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char *skip_severity_prefix(char *log_line, GPULogItem &log_item);
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char *skip_severity_keyword(char *log_line, GPULogItem &log_item);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLLogParser");
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};
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} // namespace gpu
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} // namespace blender
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